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{ | ||
"folders": [ | ||
{ | ||
"path": "." | ||
} | ||
], | ||
"settings": {} | ||
} |
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/* | ||
* SPDX-License-Identifier: MIT | ||
* SPDX-FileCopyrightText: Copyright (c) 2021 Jason Skuby (mytechtoybox.com) | ||
*/ | ||
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#ifndef GAMEPAD_LED_CONFIG_H_ | ||
#define GAMEPAD_LED_CONFIG_H_ | ||
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#include "enums.pb.h" | ||
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#define BOARD_CONFIG_LABEL "GAMEPAD LED Fighting Board" | ||
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// This is the main pin definition section. | ||
// This will let you specify which GPIO pin each button is assigned too. | ||
// You can set any of the main pins as `-1` to disable it. | ||
// The Turbo pin and LS + RS slider pins can also be set to `-1` to disable that functionality. | ||
// Please note that only when `PIN_BUTTON_TURBO` is set to `-1` will the `T##` be removed from a connected display. | ||
// Please note that only when `PIN_SLIDER_ONE` and `PIN_SLIDER_TWO` are set to `-1` will the button combo shortcut for DP/LS/RS work. | ||
// The buttons are listed in GP2040 configuration, beside each the listed order is *GP2040 / Xinput / Switch / PS3 / Directinput / Arcade* | ||
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#define PIN_DPAD_UP 1 // UP | ||
#define PIN_DPAD_DOWN 2 // DOWN | ||
#define PIN_DPAD_RIGHT 3 // RIGHT | ||
#define PIN_DPAD_LEFT 0 // LEFT | ||
#define PIN_BUTTON_B1 11 // B1 / A / B / Cross / 2 / K1 | ||
#define PIN_BUTTON_B2 12 // B2 / B / A / Circle / 3 / K2 | ||
#define PIN_BUTTON_R2 13 // R2 / RT / ZR / R2 / 8 / K3 | ||
#define PIN_BUTTON_L2 14 // L2 / LT / ZL / L2 / 7 / K4 | ||
#define PIN_BUTTON_B3 7 // B3 / X / Y / Square / 1 / P1 | ||
#define PIN_BUTTON_B4 8 // B4 / Y / X / Triangle / 4 / P2 | ||
#define PIN_BUTTON_R1 9 // R1 / RB / R / R1 / 6 / P3 | ||
#define PIN_BUTTON_L1 10 // L1 / LB / L / L1 / 5 / P4 | ||
#define PIN_BUTTON_S1 5 // S1 / Back / Minus / Select / 9 / Coin | ||
#define PIN_BUTTON_S2 6 // S2 / Start / Plus / Start / 10 / Start | ||
#define PIN_BUTTON_L3 21 // L3 / LS / LS / L3 / 11 / LS | ||
#define PIN_BUTTON_R3 22 // R3 / RS / RS / R3 / 12 / RS | ||
#define PIN_BUTTON_A1 4 // A1 / Guide / Home / PS / 13 / ~ | ||
#define PIN_BUTTON_A2 20 // A2 / ~ / Capture / ~ / 14 / ~ | ||
#define PIN_BUTTON_FN 19 // Hotkey Function | ||
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#define PIN_BUTTON_REVERSE -1 // UDLR Reverse | ||
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// This is the D-PAD select section | ||
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#define JSLIDER_ENABLED 1 | ||
#define PIN_SLIDER_ONE 23 // Left Stick Slider | ||
#define PIN_SLIDER_TWO 17 // Right Stick Slider | ||
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// This is the SOCD select section | ||
#define SLIDER_SOCD_ENABLED 1 | ||
#define PIN_SLIDER_SOCD_ONE 18 // SOCD Slider Pin One | ||
#define PIN_SLIDER_SOCD_TWO 16 // SOCD Slider Pin Two | ||
#define SLIDER_SOCD_SLOT_ONE SOCD_MODE_UP_PRIORITY | ||
#define SLIDER_SOCD_SLOT_TWO SOCD_MODE_SECOND_INPUT_PRIORITY | ||
#define SLIDER_SOCD_SLOT_DEFAULT SOCD_MODE_NEUTRAL | ||
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#define DEFAULT_FORCED_SETUP_MODE FORCED_SETUP_MODE_OFF // FORCED_SETUP_MODE_OFF, FORCED_SETUP_MODE_LOCK_MODE_SWITCH, FORCED_SETUP_MODE_LOCK_WEB_CONFIG, FORCED_SETUP_MODE_LOCK_BOTH | ||
#define DEFAULT_LOCK_HOTKEYS false // or true | ||
#define DEFAULT_PS4CONTROLLER_TYPE PS4_CONTROLLER | ||
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// This is the LEDs section. | ||
// The default `TURBO_LED_PIN` pin is set to `15` ( it is recommended to run through 3V3(OUT) with a resistor) | ||
// The Turbo LED will flash at a speed consistant with the set speed of the Turbo when a Turbo button is active. | ||
// It is recommended to disable the `TURBO_LED_PIN` by setting it to `-1` if you are sensitive of flashing lights. | ||
// The default `BOARD_LEDS_PIN` pin is set to `28`. | ||
// The board LED pin will allow you to connect addressible RGB LEDs on the Pico. | ||
// Addressible RGB LEDs should be connected to the `VBUS` pin (#40), an avalible ground pin and the defined `BOARD_LEDS_PIN`. | ||
// Special note - You should only ever use addressible RGB LEDs that are rated for 5v operation on the Pico. | ||
// The defualt `LED_BRIGHTNESS_MAXIMUM` value is `50`. | ||
// This will change how bright the LEDs are with `0` being off and `100` being full brightness. | ||
// The minimum `LED_BRIGHTNESS_MAXIMUM` value is `0`. | ||
// The maximum `LED_BRIGHTNESS_MAXIMUM` value is `100`. | ||
// The defualt `LED_BRIGHTNESS_STEPS` value is `5`. | ||
// This will change how many brightness steps there are when increasing or decreasing the brightness of the LEDs via the onboard shortcut. | ||
// It is recommend to keep this value at `5` or `10`. | ||
// The defualt `LED_FORMAT` is `LED_FORMAT_GRB`. | ||
// You can also choose the `LED_FORMAT` of `LED_FORMAT_RGB` if your addressible RGB LEDs are not working as intended. | ||
// The defualt `LEDS_PER_PIXEL` is set to `1`. | ||
// This will change how many addressible RGB LEDs there are per button. | ||
// The default LEDS_[BUTTON] is an order and has nothing to do with what GPIO pin something is connected to. | ||
// Unless you are planning on running custom animations I would recommmend you leave this as is. | ||
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#define TURBO_LED_PIN -1 | ||
#define TURBO_ENABLED 1 | ||
#define PIN_BUTTON_TURBO 28 // Turbo | ||
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#define BOARD_LEDS_PIN 15 | ||
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#define LED_BRIGHTNESS_MAXIMUM 150 | ||
#define LED_BRIGHTNESS_STEPS 5 | ||
#define LED_FORMAT LED_FORMAT_GRB | ||
#define LEDS_PER_PIXEL 1 | ||
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#define LEDS_DPAD_LEFT 11 | ||
#define LEDS_DPAD_DOWN 10 | ||
#define LEDS_DPAD_RIGHT 9 | ||
#define LEDS_DPAD_UP 0 | ||
#define LEDS_BUTTON_B3 1 | ||
#define LEDS_BUTTON_B4 2 | ||
#define LEDS_BUTTON_R1 3 | ||
#define LEDS_BUTTON_L1 4 | ||
#define LEDS_BUTTON_B1 8 | ||
#define LEDS_BUTTON_B2 7 | ||
#define LEDS_BUTTON_R2 6 | ||
#define LEDS_BUTTON_L2 5 | ||
#define LEDS_BUTTON_S1 -1 | ||
#define LEDS_BUTTON_S2 -1 | ||
#define LEDS_BUTTON_L3 -1 | ||
#define LEDS_BUTTON_R3 -1 | ||
#define LEDS_BUTTON_A1 -1 | ||
#define LEDS_BUTTON_A2 -1 | ||
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// This is the Player LED section. | ||
// In this section you can specify if Player LEDs will be active, and, if active, which pins will be used for them. | ||
// The defualt is `PLED_TYPE_NONE` which will turn the Player LEDs off. | ||
// The default pin for each Player LED is `-1` which disables it. | ||
// To enable a `PLED#_PIN`, replace the `-1` with the GPIO pin number that is desired. | ||
// There are three options for `PLED_TYPE` currently: | ||
// 1 - `PLED_TYPE_NONE` - This will disable the Player LEDs | ||
// 2 - `PLED_TYPE_PWM` - This will enable the Player LEDs ( it is recommended to run through 3V3(OUT) with a resistor) | ||
// 3 - `PLED_TYPE_RGB` - This will enable the Player LEDs as addressible RGB LEDs (please not that this has not been implemented yet) | ||
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#define PLED_TYPE PLED_TYPE_PWM | ||
#define PLED1_PIN -1 | ||
#define PLED2_PIN -1 | ||
#define PLED3_PIN -1 | ||
#define PLED4_PIN -1 | ||
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// This is the Analog section. | ||
// In this section you can specify if Analog is enabled, and, if endabled, which pins will be used for it. | ||
// The default for `ANALOG_ADC_VRX` and `ANALOG_ADC_VRY` is `-1` which disables them. | ||
// To enable a `ANALOG_ADC_VRX` and `ANALOG_ADC_VRY`, replace the `-1` with the GPIO pin numbers that are desired. | ||
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#define ANALOG_ADC_1_VRX -1 | ||
#define ANALOG_ADC_1_VRY -1 | ||
#define ANALOG_ADC_1_MODE DPAD_MODE_LEFT_ANALOG | ||
#define ANALOG_ADC_1_INVERT INVERT_NONE | ||
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#define ANALOG_ADC_2_VRX -1 | ||
#define ANALOG_ADC_2_VRY -1 | ||
#define ANALOG_ADC_2_MODE DPAD_MODE_RIGHT_ANALOG | ||
#define ANALOG_ADC_2_INVERT INVERT_NONE | ||
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// This is the I2C Display section (commonly known as the OLED display section). | ||
// In this section you can specify if a display as been enabled, which pins are assined to it, the block address and speed. | ||
// The default for `HAS_I2C_DISPLAY` is `1` which enables it. | ||
// To disable the display you can change `HAS_I2C_DISPLAY` to `-1`. | ||
// The default `I2C_SDA_PIN` is `0`. | ||
// The defualt `I2C_SCL_PIN` is `1`. | ||
// The defualt `I2C_BLOCK` is `12c0`. | ||
// If you change the `I2C_SDA_PIN` and `I2C_SCL_PIN` pin mapping, you may need to change the `I2C_BLOCK` as well. | ||
// The defualt `I2C_SPEED` is `400000`. | ||
// This should be more than fast enough for most displays. | ||
// Some smaller displays (like 0.96" and 1.31") can go up to `800000` or even `1000000`. | ||
// The default `DISPLAY_FLIP` is `0`. | ||
// This can be changed to `1` to have the dispaly output flipped. | ||
// The default `DISPLAY_INVERY` is `0`. | ||
// This can be changed to `1` to have the color on the display inverted. | ||
// The default `BUTTON_LAYOUT` is `BUTTON_LAYOUT_STICK` which will show an arcade stick on the left hand side of the display. | ||
// There are seven options for `BUTTON_LAYOUT` currently: | ||
// 1 - BUTTON_LAYOUT_STICK - This is a basic joystick layout | ||
// 2 - BUTTON_LAYOUT_STICKLESS - This is a basic stickless (all button) layout | ||
// 3 - BUTTON_LAYOUT_BUTTONS_ANGLED - This a WASD button layout that is angled | ||
// 4 - BUTTON_LAYOUT_BUTTONS_BASIC - This a WASD button layout that is straight | ||
// 5 - BUTTON_LAYOUT_KEYBOARD_ANGLED - This is a WASD keyboard layout that is angled | ||
// 6 - BUTTON_LAYOUT_KEYBOARDA - This is a WASD keyboard layout that is straight | ||
// 7 - BUTTON_LAYOUT_DANCEPADA - This is a dance pad layout (must be used with `BUTTON_LAYOUT_DANCEPADB` in `BUTTON_LAYOUT_RIGHT`) | ||
// The default `BUTTON_LAYOUT_RIGHT` is `BUTTON_LAYOUT_NOIR8` which will show eight buttons on the right hand side of the display. | ||
// There are eleven options for `BUTTON_LAYOUT_RIGHT` currently: | ||
// 1 - BUTTON_LAYOUT_ARCADE - This is a standard 8 button arcade layout | ||
// 2 - BUTTON_LAYOUT_STICKLESSB - This is a basic stickless (all button) layout | ||
// 3 - BUTTON_LAYOUT_BUTTONS_ANGLEDB - This is a standard 8 button arcade layout that is angled | ||
// 4 - BUTTON_LAYOUT_VEWLIX - This is the standard 8 button Vewlix layout | ||
// 5 - BUTTON_LAYOUT_VEWLIX7 - This is the standard 7 button Vewlix layout | ||
// 6 - BUTTON_LAYOUT_CAPCOM - This is the standard 8 button Capcom layout | ||
// 7 - BUTTON_LAYOUT_CAPCOM6 - This is the stndard 6 button Capcom layout | ||
// 8 - BUTTON_LAYOUT_SEGA2P - This is the standard 8 button Sega2P layout | ||
// 9 - BUTTON_LAYOUT_NOIR8 - This is the standard 8 button Noir layout | ||
// 10 - BUTTON_LAYOUT_KEYBOARDB - This is a WASD keyboard layout that is straight | ||
// 11 - BUTTON_LAYOUT_DANCEPADB - This is a dance pad layout (must be used with `BUTTON_LAYOUT_DANCEPADA` in `BUTTON_LAYOUT`) | ||
// The default `SPLASH_MODE` is `NOSPLASH`. | ||
// There are four options for `SPLASH_MODE` currently: | ||
// 1 - `STATICSPLASH` - This will display the static splash image | ||
// 2 - `CLOSEIN` - This will display the static splash image as a top and bottom coming together animation | ||
// 3 - `CLOSEINCUSTOM` - This will display the custom splash image as a top and bottom coming together animation | ||
// 4 - `NOSPLASH` - This will not display a splash screen on boot | ||
// Special note - All of the splash screen images can be changed via `include/bitmaps.h` | ||
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#define HAS_I2C_DISPLAY 1 | ||
#define I2C_SDA_PIN 26 | ||
#define I2C_SCL_PIN 27 | ||
#define I2C_BLOCK i2c1 | ||
#define I2C_SPEED 400000 | ||
#define DISPLAY_FLIP 0 | ||
#define DISPLAY_INVERT 0 | ||
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// I2C Analog ADS1219 Add-on Options | ||
#define I2C_ANALOG1219_SDA_PIN -1 | ||
#define I2C_ANALOG1219_SCL_PIN -1 | ||
#define I2C_ANALOG1219_BLOCK i2c0 | ||
#define I2C_ANALOG1219_SPEED 400000 | ||
#define I2C_ANALOG1219_ADDRESS 0x40 | ||
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// Reverse Button section | ||
#define REVERSE_LED_PIN -1 | ||
#define REVERSE_UP_DEFAULT 1 | ||
#define REVERSE_DOWN_DEFAULT 1 | ||
#define REVERSE_LEFT_DEFAULT 1 | ||
#define REVERSE_RIGHT_DEFAULT 1 | ||
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#define BUTTON_LAYOUT BUTTON_LAYOUT_STICKLESS | ||
#define BUTTON_LAYOUT_RIGHT BUTTON_LAYOUT_STICKLESSB | ||
#define SPLASH_MODE SPLASH_MODE_NONE | ||
#define SPLASH_CHOICE SPLASH_CHOICE_MAIN | ||
#define SPLASH_DURATION 7500 // Duration in milliseconds | ||
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// Board LED Add-on Setting | ||
// BOARD_LED_OFF - Turns the on-board LED off | ||
// MODE_INDICATOR - On-board LED blinks on various frequencies depending | ||
// on the current mode (config, normal, or no USB data) | ||
// INPUT_TEST - Blinks whenever any input is made | ||
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#define BOARD_LED_TYPE ON_BOARD_LED_MODE_OFF | ||
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// Dual Directional Add-on Options | ||
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#define PIN_DUAL_DIRECTIONAL_UP -1 | ||
#define PIN_DUAL_DIRECTIONAL_DOWN -1 | ||
#define PIN_DUAL_DIRECTIONAL_LEFT -1 | ||
#define PIN_DUAL_DIRECTIONAL_RIGHT -1 | ||
#define DUAL_DIRECTIONAL_STICK_MODE DPAD_MODE_DIGITAL | ||
#define DUAL_DIRECTIONAL_COMBINE_MODE DUAL_COMBINE_MODE_MIXED | ||
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// BOOTSEL Button Add-on setting | ||
#define BOOTSEL_BUTTON_MASK 0 // 0 means none, get other mask from GamepadState.h | ||
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// Extra Button Add-on setting | ||
#define EXTRA_BUTTON_MASK 0 // 0 means none, get other mask from GamepadState.h | ||
// For directions, use GAMEPAD_MASK_DU, GAMEPAD_MASK_DD, GAMEPAD_MASK_DL and GAMEPAD_MASK_DR | ||
#define EXTRA_BUTTON_PIN -1 | ||
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// USB Passthrough settings | ||
#define PSPASSTHROUGH_ENABLED 1 | ||
#define PSPASSTHROUGH_PIN_DPLUS 24 | ||
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// Button Lock Add-on setting | ||
#define FOCUS_MODE_ENABLED 1 | ||
#define FOCUS_MODE_BUTTON_MASK GAMEPAD_MASK_S1 | GAMEPAD_MASK_S2 | GAMEPAD_MASK_A1 | GAMEPAD_MASK_A2 // 0 means none, get other mask from GamepadState.h | ||
#define FOCUS_MODE_PIN 29 | ||
#define FOCUS_MODE_BUTTON_LOCK_ENABLED 1 | ||
#define FOCUS_MODE_MACRO_LOCK_ENABLED 1 | ||
#define FOCUS_MODE_RGB_LOCK_ENABLED 1 | ||
#define FOCUS_MODE_OLED_LOCK_ENABLED 1 | ||
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// Keyboard Mapping Configuration | ||
// List of HID keycodes can be located here: https://github.com/hathach/tinyusb/blob/3623ba1884ddff23e9b64766cb6dd032f1425846/src/class/hid/hid.h#L356 | ||
// Even for the modifier keys, HID_KEY entries should be used as the implementation expects those and will convert as necessary. | ||
#define KEY_DPAD_UP HID_KEY_ARROW_UP // UP | ||
#define KEY_DPAD_DOWN HID_KEY_ARROW_DOWN // DOWN | ||
#define KEY_DPAD_RIGHT HID_KEY_ARROW_RIGHT // RIGHT | ||
#define KEY_DPAD_LEFT HID_KEY_ARROW_LEFT // LEFT | ||
#define KEY_BUTTON_B1 HID_KEY_SHIFT_LEFT // B1 / A / B / Cross / 2 / K1 | ||
#define KEY_BUTTON_B2 HID_KEY_Z // B2 / B / A / Circle / 3 / K2 | ||
#define KEY_BUTTON_R2 HID_KEY_X // R2 / RT / ZR / R2 / 8 / K3 | ||
#define KEY_BUTTON_L2 HID_KEY_V // L2 / LT / ZL / L2 / 7 / K4 | ||
#define KEY_BUTTON_B3 HID_KEY_CONTROL_LEFT // B3 / X / Y / Square / 1 / P1 | ||
#define KEY_BUTTON_B4 HID_KEY_ALT_LEFT // B4 / Y / X / Triangle / 4 / P2 | ||
#define KEY_BUTTON_R1 HID_KEY_SPACE // R1 / RB / R / R1 / 6 / P3 | ||
#define KEY_BUTTON_L1 HID_KEY_C // L1 / LB / L / L1 / 5 / P4 | ||
#define KEY_BUTTON_S1 HID_KEY_5 // S1 / Back / Minus / Select / 9 / Coin | ||
#define KEY_BUTTON_S2 HID_KEY_1 // S2 / Start / Plus / Start / 10 / Start | ||
#define KEY_BUTTON_L3 HID_KEY_EQUAL // L3 / LS / LS / L3 / 11 / LS | ||
#define KEY_BUTTON_R3 HID_KEY_MINUS // R3 / RS / RS / R3 / 12 / RS | ||
#define KEY_BUTTON_A1 HID_KEY_9 // A1 / Guide / Home / PS / 13 / ~ | ||
#define KEY_BUTTON_A2 HID_KEY_F2 // A2 / ~ / Capture / ~ / 14 / ~ | ||
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#endif |
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